Since there are no RC builds for Linux and MacOS yet, I suggest to backport this fix and update Windows builds.
Also there was a request to update OpenAL-soft version in Windows builds to 1.18 to avoid bug with underwater sounds.

Bad news:
* Latest changes to the coverity tool and our own code has pushed us over the build time limit of 50m. The build, of just openmw, completes at 45 minutes but it takes longer than 5 minutes to upload the result to Coverity which is why we haven't had a successful upload.

Ugly news:
* While 7 old issues were eliminated, 69 new ones have cropped up.
* 5 new issues are marked as 'high', 3 of which is related to our own code and 2 with /extern/recastnavigation itself.

Ugly news:
* While 7 old issues were eliminated, 69 new ones have cropped up.
* 5 new issues are marked as 'high', 3 of which is related to our own code and 2 with /extern/recastnavigation itself.

Another good news:
1. Most of these 69 issues come from autogenerated moc files (code duplication, we just did not scan moc files earlier) and from recast navigation itself.
2. Also there are some issues with editor, since previously we scanned only game itself (probably that's why we did not hit the 50 min tilme limit).

Also I have a guess why filtering does not work:
2. *moc_*.cxx supposed to work with files with .cxx resolution, but now we get (also?) mocs with .cpp resolution.
1. Path /extern/recastnavigation/.* is absolute, but the real path is the /home/psi29a/openmw/extern/recastnavigation/.*

2. Also there are some issues with editor, since previously we scanned only game itself (probably that's why we did not hit the 50 min tilme limit).

No, that isn't true. Only openmw was being built for coverity on Travis. OpenMW itself has always been 'on the edge', but with recent additions to our code we've hit the timeout. Adding openmw-cs, launcher, importers, etc. would have pushed it up to 2 hours otherwise (only 2 CPUs).

What I uploaded was the almost everything because I was building it locally with coverity.